If you are coming from the Batch Compiler Setup tutorial then you should already be prepared to start a new preset; otherwise, if you have not set Batch Compiler up, please see the Batch Compiler Setup tutorial.

To make sure that Batch Compiler is ready to create a new preset, go to the File menu and select New Preset. Your screen should look like this (note it may differ if you are using a different specification file):

We are going to create a typical "Full" preset that would be used on final BSP builds to produce the highest quality BSP. The switches mentioned in this tutorial are not the only switches that can be used for a "Full" compile. As you gain experience you will learn how to make use of the other switches to tailor your map to your liking. They are, however, common switches for a "Full" compile.

The first stage we are going to look at is the CSG stage. Click the CSG tab. Next check the WAD Auto Detect checkbox. I could explain to you what this switch does, however, if you simply hover you mouse over the switch you will notice the text box at the bottom of your screen contains a more then adequate explanation. (If you do not see this text box it can be made visible by selecting Show Details under the Options menu). Next check the Clip Type checkbox. Now you'll notice that when you check the Clip Type checkbox that a field opens up. This means you can now edit the field. All the fields in Batch Compiler contain the default values used by the tools and many of them also include simple error checking to insure you are entering the right type of value (integer, single or string etc.) and that the value is within range. In the new field select a Clip Type of Precise. Your screen should look like this when you're done:

The next stage we are going to look at is the VIS stage. Click the VIS tab. Next check the VIS Type checkbox and select a VIS Type of Full. Your screen should look like this when you're done:

The next stage we are going to look at is the RAD stage. Click the RAD tab. Next check the Extra checkbox and the Bounce checkbox entering a value of 2 for the Bounce. Last but not least, check the Direct Scale checkbox and enter a value of 1 for the Direct Scale (this option should always be 1). Your screen should look like this when you're done:

The next stage we are going to look at is the Shared stage. Click the Shared tab. This stage has special switches that are common to all of the Zoners Tools stages and so changing a value here applies this change to all of these stages. Check the Chart option. Your screen should look like this when you're done:

The next stage we are going to look at is the Batch stage. Click the Batch tab. This stage contains options that are not associated with the Zoners Tools, but actual batch file commands. I am going to check all the recommended file deletions to remove intermediate files used to compile the BSP, and the BSP and PTS recommended file functions so my BSP and PTS files will be copied to my output folder (as specified on the Options form). Your screen should look like this when you're done:

Finally, lets look at the Steam stage. Click the Steam tab. This stage will already be partially set up for you (Run Map and Game should be checked). Select the Game you want to launch Steam to from the Game combobox. If you want to run a 3rd party MOD then you will need to select Half-Life as your Game, then check the MOD checkbox and enter the name of the 3rd party MOD. It can also be helpful to check the Developer checkbox to run Half-Life in developer mode. Your screen may look like this when you're done:

Almost done, only two more steps to go... On the side of your screen you'll notice an additional listbox labelled Stages. In the listbox select the stages you wish to run. This tutorial is setup to run CSG, BSP, VIS, RAD, and Steam and thus I have them all selected as shown below:

Last but not least, we need to specify a MAP file before we can start compiling it. Under the File menu select Open File. Then browse to and select a MAP file to compile. You'll notice that the Run buttons are now enabled and this is your sign that you are ready to compile your map. You screen should look like this when you are ready:

To compile your map simply press the Run button, an MS DOS window will pop up and your map will commence compiling. If the compiling tools (not Batch Compiler) report any errors, please see this site.

Now that you have set up a "Full" compiler preset, let's add it to your Presets menu for easy access. Please continue to the next page.

When I try to compile a map I get an error message saying "there was a problem compiling the map." when i try to compile the map in Valve Hammer Editor i get an error that is about the same as this can you help???:

i also noticed other people saying they had this same problem but i didnt see answers :S